Age | Commit message (Collapse) | Author |
|
|
|
1) Improved the road vehicle allocation (aka slotting) for multistop. Stops can now accept unlimited, er... 256, vehicles.
2) Removed the "wait for stop" feature, because it did not work in practise.
3) Slotting now ignores unreachable stations. Uses NPF at the moment because the old pathfinder cannot do it (yet)
4) Now matter how many vehicles approach a station, they will always be distributed evenly over existing stops.
5) Hopefully the last fundamental change to multistop
|
|
|
|
code and proofreading, thanks to peter1138 for another lot of code and ideas.
|
|
it again when it enters. Added both for WIN32 and SDL. Since Win95 has troubles with TrackMouseEvent(), this function was just simply rewritten which was the easiest. Based on a patch by DmitryKo.
|
|
|
|
|
|
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
|
|
|
|
|
|
|
|
|
|
|
|
- Don't treat non-booleans as booleans
- Reduce variable scope
- Bracing
- Use DeMorgan's law to make conditionals easier to read
- if cascade -> switch
- Replace some magic numbers by symbolic names
- Avoid assignments within other statements
|
|
|
|
|
|
|
|
|
|
can happen in certain border-cases. For now just dynamically get this value when requested so it is always right. To do properly all player/client creation/destruction needs a hook for networking.
|
|
reservations a station can of course not be a crossing as well. Thanks glx.
|
|
18 and 19 didn't init the multiheaded engine pointers
|
|
in branch/pbs. This reverts revisions r3158, r3140, r3075, r2977, r2674, r2625, r2621, r2529, r2528, r2525, r2524, r2519, r2517, r2516, r2507, r2499. (in conjunction with Tron)
- The only change is that the nsignalsw.grf file is kept and that existing nightlies with PBS signals get those signals converted to combo-signals.
|
|
saved game with already existing companies for multiplayer.
|
|
- Fix station builder issue by checking the tile is in bounds.
|
|
as it may now be out of bounds. This fixes (at least) an assertion when opening the station builder window.
|
|
front and rear engines are no longer saved
instead the pointers are generated on load
|
|
- Change fixed array per player to a single pool. This avoids future problems
with vehicle numbers and decreases savegame size. Engine replacements from
previous savegames will be lost.
- Move engine replacement code from players.c to engine.c.
(thanks to blathijs for rewriting this)
|
|
-Note: no longer showhelp publish -p, as it is deprecated
|
|
-Add: [ FS#15 ] Added revision / version at top of help (./openttd -h)
|
|
-Fix: [ FS#30 ] don't reset date in SE when pressing RandomLand (rewrote patch of MeusH, but Peter warned me I should put his name in, so... oh well)
|
|
|
|
|
|
- move call to convert from old to new train subtypes.
- ensure AI is started for AI players.
|
|
- Initialize _sl_version after loading an old savegame.
|
|
trains: Use the length of the train before the replacement as reference length
|
|
fixes names in climates where the engines don't get loaded. Renamed function to reflect its purpose.
|
|
Revisions in detail: 2542, 3226 (partial), 3229, 3231, 3232, 3238, 3242-3245, 3251, 3253, 3260, 3263, 3265, 3266, 3269, 3277, 3278, 3279, 3283 (partial), 3304, 3305, 3306
|
|
|
|
|
|
- Fix: savegames only give back one message, show this by ignoring the first argument. Perhaps make the message more verbose in the future by adding STR_ equivalents next to the already existing debug messages.
|
|
|
|
replacement code.
|
|
menu without any game loaded, another when failing to load a scenario in 'New Game'
|
|
|
|
(doesn't change a thing if you didn't enable GPMI)
|
|
'major' version to just: version.
|
|
-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;)
-Add: Support for AI-network-clients (an AI, connecting to a remote server)
-Fix: minor AI-core problems
|
|
before starting to overwrite old ones
max_autosave_num in the config files sets the number of autosaves to keep (default 16)
MAX_NUM_AUTOSAVES in Makefile.config sets the default value. 16 is used if no value is given
this behaviour can still be overwritten by keep_all_autosave (openttd.config setting)
Note: this is a requested behaviour for PDA ports, since they got limited storage space
|
|
This moves the ground type bits from m2 to m4 for waypoints and depots (leaving room for depot index in m2 in future), and moves the custom graphics ID to the waypoint struct.
- Waypoints: Until now stat_id was saved but never assigned to. Instead we now save the GRFID/local index of the custom graphics so that GRF file changes can leave graphics intact.
|
|
where it somewhat makes sense and wrap them in #ifdef _DEBUG
|